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UE3:AnimNodeCrossfader (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlend >> AnimNodeCrossfader
Package: 
Engine
This class in other games:
UT3

AnimNodeCrossfader This single node allows to crossfade between 2 animations through script control. A typical usage scenario would be to blend between 2 player idle animations. This blend requires 2 AnimNodeSequence as childs, you cannot connect 2 blends nor any other node types.

Properties

Property group 'AnimNodeCrossfader'

DefaultAnimSeqName

Type: name


Internal variables

bDontBlendOutOneShot

Type: bool

Modifiers: const

true if not blending out of the current one shot anim. Anim will just freeze at last frame

PendingBlendOutTimeOneShot

Type: float

Modifiers: const

Blend Out time for current One Shot anim

Native functions

BlendToLoopingAnim

native noexport final function BlendToLoopingAnim (name AnimSeqName, optional float BlendInTime, optional float Rate)

Blend to a looping animation.

Parameters:

  • AnimSeqName - Name of animation sequence to play.
  • BlendInTime - time to blend from current animation to this (new) one.
  • Rate - Playing rate of animation.

GetActiveChild

native final function AnimNodeSequence GetActiveChild ()

Get active AnimNodeSequence child. To access animation properties and control functions.

Returns:

AnimNodeSequence currently playing.

GetAnimName

native final function name GetAnimName ()

Get Animation Name currently playing

Returns:

animation name currently being played.

PlayOneShotAnim

native noexport final function PlayOneShotAnim (name AnimSeqName, optional float BlendInTime, optional float BlendOutTime, optional bool bDontBlendOut, optional float Rate)

Play a One Shot animation.

Parameters:

  • AnimSeqName - Name of animation sequence to play
  • BlendInTime - time to blend from current animation to this (new) one.
  • BlendOutTime - time to blend from this animation (before it finishes playing) back to the previous one.
  • bDontBlendOut - if true, animation will freeze at last frame, and not blend back to the old one.
  • Rate - Playing rate of animation.